More information on what your project is actually looking to accomplish would be helpful. Being young isn't a roadblock to success - however, asking for help but not specifying where you're going might be.

I'd say it really depends on what the systems you're going to have look like. Are you doing a "traditional" fantasy MMO with levels, talents, etc? Are you doing a futuristic FPS?

If you wanted to peek at a working stat system that's easy go poke around some MUDs, you can likely find one of a genre that's similar to what you're trying to do. www.mudconnect.com is a resource to link out there, and it might give you an idea of a few different stat/leveling schemes. Otherwise look at the current MMOs and games on the market, or pick up one of the paper and dice role playing games to get an idea of what the systems look like there (ie, Dungeons and Dragons).

As far as individual stats on everything - the sky's the limit. Do you want to incorporate a hitroll/damroll system? Would you like your armor to work as a hit/miss structure or a damage reduction one? Are you looking to have slot-specific equipment targeting?

So I guess a bigger question, at least to me, is what are you planning on building - what do you WANT to include and how do you want it to look.

I could tell you that you that a level 50 dragon needs to have 25 strength and 4000hp, but it's not going to do any good. You need to come up with and implement a system that works for you and the game you're designing and then design the stats on your monsters based on the system you've created.

Welcome! I'm pretty new around here but I've found if you dig around the forums or the wiki, you'll usually come up with a solution that works. If not, ask a question, from what I've seen the other people around here are quite friendly.

So, giving this a go. I've done MUD administration/coding/and design for the last 15-20 years. Figured it was time to take our current codebase and shift it to something that looks better - and when I say "looks better" I mean has something to look at besides a pile of running text.

Pulling over a lot of the team I currently work with - though admittedly none of us are very strong on the graphics side of things. We'll figure it out